System Manual

Contents
  1. Introduction
  2. Attaching the system
  3. The HUD
  4. The HUD Modules
  5. The HUD Menu
  6. Using Actions
  7. Adding New Actions
  8. Frequently Asked Questions (FAQ)
  9. Known Issues

Introduction

The Action System is a brand new movement enhancer for use in the virtual world of Second Life. It allows you to perform impressive actions commonly seen in Sonic the Hedgehog games, all built and scripted with a keen eye and superb attention-to-detail.

After months of development and testing, the Action System has proven to be one of the easiest systems to use and modify. Each action is built to use editable parameters that lets you alter its behaviour, appearance, sounds and more! All of the actions are toggled using the Action System HUD and activated with your movement keys.

This manual will help you understand exactly how the Action System works, so please read it carefully to avoid missing important bits of information.

Attaching the system

The Action System is divided in to two parts, physical attachments and a HUD. Physical attachments attach directly on to your avatar and are typically invisible when not in use. The HUD appears on the lower-right corner of your screen and is used to enable and disable the physical attachments.

The best way to attach the Action System is to right-click on the folder it came in and selecting "Add to Avatar". Alternatively, you can attach each attachment seperately if your Action System was included with an avatar.

The HUD

Before using any actions you need to know how to use the Action System HUD. The HUD is divided in to various colour-coded modules that perform different functions.

Action Modules (Indigo) are used to select which actions are currently active. Clicking on one will illuminate the module and enable the physical attachment it relates to. Clicking on it again will do the reverse.
(These modules can be removed).

Plug-in Modules (Red) are used to interact with extras and addons.
(These modules can be removed).

AO Modules (Blue) are used to interact with the built-in animation overrider.
(These modules can be removed but is not recommended).

Core Modules (Green) are used to perform important system functions.
(These modules must not be removed).

You can add more modules or remove existing modules from your HUD as indicated above. To do this, rez the HUD on the ground and go in to build mode. Adding a module easy, just position the new module with the HUD and link it (make sure the root prim doesn't change). Removing a module is equally as easy, just select the module with Edit linked enabled and de-link it. You can also re-arrange and re-position the modules as you please.

The HUD Modules



(Action Modules included with the [THW] Personal Action System. Your Action System may vary.)

Each action consists of a physical attachment and an action module. Clicking on an Action Module will enable the respective action as long as its physical attachment is worn on your avatar. If you enable an action that uses a movement key already in use, the conflicting action will be disabled automatically.



(Plug-in Modules included with the [THW] Personal Action System. Your Action System may vary.)

These modules are used to interact with scripts included with other [THW] products.

  • Voice Core Clips: Play voice clips from your Character Voice Core. Clicking on this will display a dialogue box with various categories of speech to choose from. A random voice clip will play from the selected category.
  • Trigger Teleport FX: If you are wearing a [THW] Teleporter product, clicking this button will trigger a 'Teleport Out' effect. This effectively replaces the HUDs included with the Teleporters.



(Animation Overrider Modules included with the [THW] Personal Action System. Your Action System may vary.)

The built-in animation overrider is based on the ZHAO-II architecture. These modules mirror the buttons found on most ZHAO-II HUDs. For more information, please read the ZHAO-II Manual found in the HUD's contents.

  • Load AO Notecard: Clicking this module will display a dialogue box with a list of notecards stored in the HUD. Selecting a notecard will begin the loading the appropriate animations in to HUD.
  • Toggle Sit Override: If you have a sitting animation configured, it will play whenever you sit on an object. This can conflict with objects that make your avatar play an animation (like chairs and vehicles). Clicking this module will stop the AO from overriding your sitting animation.
  • Select Alternative Walking Anim: If your animation notecard is configured with multiple walking animations, clicking this module will allow you to select between them.
  • Select Alternative Sitting Anim: This functions the same as the previous module, only with sitting animations instead.
  • Select Alternative Ground Sit Anim: This functions the same as the previous module, only with ground sit animations instead.
  • Play Next Stand Anim: If your animation notecard is configured with multiple standing animations, clicking this module will cycle between them. You can set the cylcing mode by clicking on the Menu Module and adjusting the settings.

These modules are heart of the HUD. They hold all of the scripts that connect everything together.

  • Enable/Disable Animation Overrider: This module controls the animation overrider. Clicking it will turn the AO on or off. Some actions need to temporarily turn the AO off to avoid animation conflicts. When this happens the module will turn dark green. If the HUD is busy performing a task the module will turn a dark grey colour.
  • Menu: Clicking this module will display a dialogue box with a list of options to choose from. With this menu you can hide or show the HUD, adjust AO settings, mute sounds or chat, submit bug reports, update, and reset the HUD.

The HUD Menu

Clicking the Menu Module will display this box in the corner of your viewer. It may look slightly different depending on your viewer, but the menu options will remain the same.

Main Menu

  • Hide HUD: Hides all non-core modules off-screen.
    It will change to Show HUD when the HUD is hidden.
  • Settings: Opens a new menu with various settings you can change. See below for more information.
  • Reset: Resets all of the HUD scripts and reloads the default animation notecard.
  • Show Icons: Modules will display their icons.
  • Show Names: Modules will display their names.
  • Show Usage: Modules will display how to use them.
  • Help: Opens this manual.
  • Update: Checks for updates.
  • Report Bug: Allows you to report any bugs you encounter. See below for more information.

Settings Menu

  • Stand Cycling: The AO cycles through standing animations listed in animation notecards. This setting allows you to choose how long animations will play before cycling to the next.
  • Stand Order: Choose if you want standing animations to cycle in order (as defined in animation notecards) or randomly.
  • Mute Sounds: Mutes all sounds played by the HUD.
    It will change to Play Sounds when sounds are muted.
  • Disable Chat: Stops the HUD from displaying non-critical messages in chat. It changes to Enable Chat when disabled.
  • HUD Info: Displays information about the HUD in chat.
  • AO Info: Displays information about the AO in chat.
  • << Back: Returns you to the main menu.

Report Bug

This feature lets you report bugs quickly and easily. It is very important that you follow the advice shown in the box.

  • Script Error: This category is for bugs that produce script errors. A script error will open a window in your viewer describing the problem. Please copy and paste this error in your report. Only choose this option if a script error appears.
  • Malfunction: This category is for bugs that do not produce script errors, such as an action behaving incorrectly with no error shown.
  • Other: If you are unsure if your problem is an actual malfunction, pick this category.
  • << Back: Returns you to the main menu.

Using Actions

To use an action you must first enable one. Click on an Action Module and it will light up indicating it has been enabled.

Most actions use movement keys to activate. When an action is enabled it will activate when its movement key is pressed. To see a quick reference on which key an action uses click on the Menu Module and press "Show Usage".

Only one action can be allocated to a movement key at a time. If you enable another action which uses the same key, the old module will disable. You can enable multiple actions as long as they all use different movement keys. The only exception to this is the Spin Jump, which does not use an Action Module. If you disable an Action Module while its action is being peformed it will automatically de-activate.

Adding New Actions

This section is not yet complete.

FAQ

Here are some answers to questions which you may ask:

  • How do I modify the actions? Each action has their own page on this website with full modifiying instructions.
  • I don't know how to script, can I still change things? Of course! Most scripts edits involve changing a number or name of an animation. Each script is full of comments (orange text) which help you do this. You can also modify the prims to make your own effects!
  • Will there be more actions in the future? Definately!
  • When will <name> be updated? I am usually very busy, so updates can take a long time to come out. Keep an eye on the [THW] Group in Second Life for notices regarding updates.
  • My action isn't working properly, what's wrong? Look in the section below to see if your issue is known and if work-arounds exist. If it isn't, please use the Report Bug feature by clicking on the Menu Module.

Known Issues

Click here to view known issues.

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